When destroying an Actor with a Procedural Mesh Component; that is stored in an Array Variable, the memory for that Actor's Procedural Mesh Component is not cleared, leading to a Memory Leak. Howeve ...
If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...
The project was built in Unreal 4.27.2 binary from the Epic Games Launcher. At this stage we have only observed the crash on devices with a hardware combination of Apple A9 1.8 GHz and 2GB of Memory ...
We changed the IP address serialization format without bumping the LAN beacon packet version. Should just need to bump it up. ...
This is from a UDN and I was not able to reproduce it locally in Release-5.0 or Ue5/Main, creating this issue for tracking. ...
No Vulkan SDK was installed Crashed on a Nexus 6P ...
If you go into World settings, select Force No Precomputed Lighting, rebuild lighting to purge lightmaps, uncheck Force No Precomputed Lighting, save level, quit, reload project and try rebuilding l ...
The Editor will crash in PIE when an Actor calls a method in a UObject that modifies some FString members in the UObject. In the Attached project, the UObject class contains two FString members and ...
If used inside a UMG Blueprint, a struct that has only one element will remove the element from the struct after compiling the blueprint. If the element is edited or a second element is added then ...
When playing in non-single player game in the editor (either set # players or check dedicated server checkbox), the editor will crash when the play session ends. Regression: Yes - editor does not c ...